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    posted a message on Update your game through banks.

    It's a very interesting idea. But I can't say that i'd use it personally for anything more than gimmicks :P

    Posted in: Triggers
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    posted a message on Step by Step Guide for Creating Mass Attack Triggers?

    Here's a file on a map I've been thinking about making a tutorial on. Might help you figure some stuff out.

    Posted in: Triggers
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    posted a message on Set variable vs. Modify variable?

    There's more than one way to do a lot of stuff. Personally, I've never had any problems with modify variable.

    Posted in: Triggers
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    posted a message on Restart button ?

    I'd probably just store all the units at the beginning of the map into a variable array, using the pick each unit action. It'd probably work.

    Edit: It might possibly screw up any AI players.

    Posted in: Triggers
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    posted a message on SC1 remake review

    Been quite a while since I played it, but frequently my heroes would die during cut scenes, causing me to lose the missions. That really turned me off from playing too many missions... It's not too hard to give hero units invulnerability during cut scenes xP

    Posted in: Map Review
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    posted a message on How to check if a point is within the camera of a player

    Maybe you could try something like this?

    (Distance between (Current camera target of player 1) and (other point) <= 10.0

    It's the distance between 2 points condition. I think camera target of player is the center of their view, but I'm not sure as I don't remember the last time I used it... if at all.

    Posted in: Triggers
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    posted a message on Editor in real life

    @Mozared: Go

    80% is networking... That adds up to more than 100%... one of us may be making up our statistics, apparently 95% of people do that.

    Posted in: General Chat
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    posted a message on Cant place units anywhere?

    Also holding down shift let's you place units anywhere... Though they may end up stuck in game.

    Posted in: General Chat
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    posted a message on Merry Christmas, guys :D

    Happy new years all :D

    Posted in: Off-Topic
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    posted a message on kill all unit in a bunker

    Typically you use something with "cargo units" when you want to reference units inside of some sort of transport/bunker.

    Posted in: Triggers
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    posted a message on Plan H (Single Player Comedy)

    Hey guys, check out my comedic map, Plan H. I hate to say too much, because I don't want to ruin any jokes, but do know that choosing different difficulties sets you on different paths. There's also multiple endings (about 6ish or so).

    Be sure to turn volume on as well as there is some fantastic voice acting :P

    Teaser Trailer below!

    Embed Removed: https://www.youtube.com/v/j1xBOnkMuKM?fs=1
    Posted in: Map Feedback
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    posted a message on Base Buildings spawning in bad locations

    Might just be because you're using the option "ignore placement". If you get rid of that, then it won't spawn inside of stuff like minerals. Not sure what kind of hills you're talking about, but it shouldn't spawn on that lowest elevation area, where no one is able to walk.

    Posted in: Triggers
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    posted a message on Zerg Drop Pods Spawn Rate

    @Hockleberry: Go

    This is what it looks like in my Stukov - Man or Monster map.

    Creep Spread
        Events
            Timer - Every 15.0 seconds of Real Time
        Local Variables
        Conditions
        Actions
            General - Pick each integer from 0 to 137, and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Creep is present at Creep Spread[(Picked integer)].Creep Point) == True
                            Or
                                Conditions
                                    (Creep Spread[(Picked integer)].Creep Tumor is alive) == False
                                    Creep Spread[(Picked integer)].Creep Tumor == No Unit
                        Then
                            Variable - Set Tumor # = (Picked integer)
                            Trigger - Run Creep Spread - Make the Tumors  (Check Conditions, Don't Wait until it finishes)
                            General - Wait 0.01 Game Time seconds
                        Else
    
    
    Creep Spread - Make the Tumors
        Events
        Local Variables
            Local Creep Tumor # = Tumor # <Integer>
        Conditions
        Actions
            Campaign - Create Zerg drop pod at Creep Spread[Local Creep Tumor #].Creep Point with (Last created units) (Wait until it finishes)
            Unit - Create 1 Creep Tumor (Burrowed) for player 3 at Creep Spread[Local Creep Tumor #].Creep Point using default facing (No Options)
            Variable - Set Creep Spread[Local Creep Tumor #].Creep Tumor = (Last created unit)
    

    I have all my creep tumors in a array record which records the unit itself, and their intended position. The Tumor # is a global variable that let's the second trigger know which creep tumor is being made via drop pod. I imagine a function version would be similar, but again, I haven't tried it out yet.

    Posted in: Triggers
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    posted a message on Zerg Drop Pods Spawn Rate

    I encountered this problem awhile back. I imagine your problem is that you're using them in a loop, or there's just a bunch of them together in a single trigger.

    The problem is because they have that wait option to them. So if you have one after the other, each one has to wait for the previous one to finish. And if I remember right, most things wouldn't spawn correctly with drop pods if you didn't use the wait option.

    Anyways, on to the solution. What I did was have one trigger that would coordinate the drop location and all that and update a global variable. That same trigger would use a run trigger action to run a trigger that did the actual drop pod action itself. I did a tiny wait action delay (like .01 seconds) within the first trigger just to be sure the second one would be able to grab the correct global variable (as soon as it would run, I'd have the second trigger grab the global variable and store it in it's own local variable).

    After seeing another recent post in this forum ("Function settings"), however, I'm thinking there is probably a simpler way to do use via a thread function. The next time I use drop pods, I'll probably try it out.

    Posted in: Triggers
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    posted a message on Function settings

    Oh, that's very cool to know about. In maps in the past I would create a seperate trigger with no event, and use the run trigger action. Ussually some variable needed referencing, so had to do global variables.

    This gets me wondering, are local variables in custom functions much like the ones in triggers? Where they won't be referenced by things outside the action? Specifically for instance, let's say I had a loop that picked all of player 1 units, marked them red, then killed them 10 seconds later. Could I do something like:

    Actions:
    Loop action (picking all the units)
    custom function - make picked unit red, wait 10 seconds, kill unit
    

    I realize with something like that situation, I could set it up several other ways. I'm simply wondering about how local variables work in custom actions. Basically I'm hoping that the 1st loops picked unit won't have any affect on subsequent loops because of the wait action.

    Posted in: Triggers
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